248 lines
6.9 KiB
C++
248 lines
6.9 KiB
C++
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// 7 september 2015
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#include "uipriv_windows.hpp"
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#include "draw.hpp"
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// TODO
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// - write a test for transform followed by clip and clip followed by transform to make sure they work the same as on gtk+ and cocoa
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// - write a test for nested transforms for gtk+
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struct uiDrawPath {
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ID2D1PathGeometry *path;
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ID2D1GeometrySink *sink;
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BOOL inFigure;
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};
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uiDrawPath *uiDrawNewPath(uiDrawFillMode fillmode)
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{
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uiDrawPath *p;
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HRESULT hr;
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p = uiprivNew(uiDrawPath);
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hr = d2dfactory->CreatePathGeometry(&(p->path));
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if (hr != S_OK)
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logHRESULT(L"error creating path", hr);
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hr = p->path->Open(&(p->sink));
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if (hr != S_OK)
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logHRESULT(L"error opening path", hr);
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switch (fillmode) {
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case uiDrawFillModeWinding:
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p->sink->SetFillMode(D2D1_FILL_MODE_WINDING);
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break;
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case uiDrawFillModeAlternate:
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p->sink->SetFillMode(D2D1_FILL_MODE_ALTERNATE);
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break;
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}
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return p;
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}
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void uiDrawFreePath(uiDrawPath *p)
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{
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if (p->inFigure)
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
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if (p->sink != NULL)
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// TODO close sink first?
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p->sink->Release();
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p->path->Release();
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uiprivFree(p);
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}
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void uiDrawPathNewFigure(uiDrawPath *p, double x, double y)
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{
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D2D1_POINT_2F pt;
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if (p->inFigure)
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
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pt.x = x;
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pt.y = y;
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p->sink->BeginFigure(pt, D2D1_FIGURE_BEGIN_FILLED);
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p->inFigure = TRUE;
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}
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// Direct2D arcs require a little explanation.
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// An arc in Direct2D is defined by the chord between the endpoints.
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// There are four possible arcs with the same two endpoints that you can draw this way.
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// See https://www.youtube.com/watch?v=ATS0ANW1UxQ for a demonstration.
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// There is a property rotationAngle which deals with the rotation /of the entire ellipse that forms an ellpitical arc/ - it's effectively a transformation on the arc.
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// That is to say, it's NOT THE SWEEP.
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// The sweep is defined by the start and end points and whether the arc is "large".
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// As a result, this design does not allow for full circles or ellipses with a single arc; they have to be simulated with two.
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// TODO https://github.com/Microsoft/WinObjC/blob/develop/Frameworks/CoreGraphics/CGPath.mm#L313
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struct arc {
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double xCenter;
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double yCenter;
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double radius;
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double startAngle;
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double sweep;
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int negative;
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};
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// this is used for the comparison below
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// if it falls apart it can be changed later
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#define aerMax 6 * DBL_EPSILON
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static void drawArc(uiDrawPath *p, struct arc *a, void (*startFunction)(uiDrawPath *, double, double))
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{
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double sinx, cosx;
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double startX, startY;
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double endX, endY;
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D2D1_ARC_SEGMENT as;
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BOOL fullCircle;
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double absSweep;
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// as above, we can't do a full circle with one arc
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// simulate it with two half-circles
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// of course, we have a dragon: equality on floating-point values!
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// I've chosen to do the AlmostEqualRelative() technique in https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
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fullCircle = FALSE;
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// use the absolute value to tackle both ≥2π and ≤-2π at the same time
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absSweep = fabs(a->sweep);
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if (absSweep > (2 * uiPi)) // this part is easy
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fullCircle = TRUE;
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else {
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double aerDiff;
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aerDiff = fabs(absSweep - (2 * uiPi));
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// if we got here then we know a->sweep is larger (or the same!)
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fullCircle = aerDiff <= absSweep * aerMax;
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}
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// TODO make sure this works right for the negative direction
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if (fullCircle) {
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a->sweep = uiPi;
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drawArc(p, a, startFunction);
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a->startAngle += uiPi;
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drawArc(p, a, NULL);
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return;
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}
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// first, figure out the arc's endpoints
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// unfortunately D2D1SinCos() is only defined on Windows 8 and newer
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// the MSDN page doesn't say this, but says it requires d2d1_1.h, which is listed as only supported on Windows 8 and newer elsewhere on MSDN
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// so we must use sin() and cos() and hope it's right...
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sinx = sin(a->startAngle);
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cosx = cos(a->startAngle);
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startX = a->xCenter + a->radius * cosx;
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startY = a->yCenter + a->radius * sinx;
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sinx = sin(a->startAngle + a->sweep);
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cosx = cos(a->startAngle + a->sweep);
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endX = a->xCenter + a->radius * cosx;
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endY = a->yCenter + a->radius * sinx;
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// now do the initial step to get the current point to be the start point
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// this is either creating a new figure, drawing a line, or (in the case of our full circle code above) doing nothing
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if (startFunction != NULL)
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(*startFunction)(p, startX, startY);
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// now we can draw the arc
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as.point.x = endX;
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as.point.y = endY;
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as.size.width = a->radius;
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as.size.height = a->radius;
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as.rotationAngle = 0; // as above, not relevant for circles
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if (a->negative)
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as.sweepDirection = D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE;
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else
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as.sweepDirection = D2D1_SWEEP_DIRECTION_CLOCKWISE;
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// TODO explain the outer if
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if (!a->negative)
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if (a->sweep > uiPi)
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as.arcSize = D2D1_ARC_SIZE_LARGE;
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else
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as.arcSize = D2D1_ARC_SIZE_SMALL;
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else
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// TODO especially this part
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if (a->sweep > uiPi)
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as.arcSize = D2D1_ARC_SIZE_SMALL;
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else
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as.arcSize = D2D1_ARC_SIZE_LARGE;
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p->sink->AddArc(&as);
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}
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void uiDrawPathNewFigureWithArc(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
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{
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struct arc a;
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a.xCenter = xCenter;
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a.yCenter = yCenter;
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a.radius = radius;
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a.startAngle = startAngle;
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a.sweep = sweep;
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a.negative = negative;
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drawArc(p, &a, uiDrawPathNewFigure);
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}
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void uiDrawPathLineTo(uiDrawPath *p, double x, double y)
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{
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D2D1_POINT_2F pt;
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pt.x = x;
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pt.y = y;
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p->sink->AddLine(pt);
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}
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void uiDrawPathArcTo(uiDrawPath *p, double xCenter, double yCenter, double radius, double startAngle, double sweep, int negative)
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{
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struct arc a;
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a.xCenter = xCenter;
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a.yCenter = yCenter;
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a.radius = radius;
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a.startAngle = startAngle;
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a.sweep = sweep;
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a.negative = negative;
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drawArc(p, &a, uiDrawPathLineTo);
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}
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void uiDrawPathBezierTo(uiDrawPath *p, double c1x, double c1y, double c2x, double c2y, double endX, double endY)
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{
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D2D1_BEZIER_SEGMENT s;
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s.point1.x = c1x;
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s.point1.y = c1y;
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s.point2.x = c2x;
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s.point2.y = c2y;
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s.point3.x = endX;
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s.point3.y = endY;
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p->sink->AddBezier(&s);
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}
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void uiDrawPathCloseFigure(uiDrawPath *p)
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{
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p->sink->EndFigure(D2D1_FIGURE_END_CLOSED);
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p->inFigure = FALSE;
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}
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void uiDrawPathAddRectangle(uiDrawPath *p, double x, double y, double width, double height)
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{
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// this is the same algorithm used by cairo and Core Graphics, according to their documentations
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uiDrawPathNewFigure(p, x, y);
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uiDrawPathLineTo(p, x + width, y);
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uiDrawPathLineTo(p, x + width, y + height);
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uiDrawPathLineTo(p, x, y + height);
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uiDrawPathCloseFigure(p);
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}
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void uiDrawPathEnd(uiDrawPath *p)
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{
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HRESULT hr;
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if (p->inFigure) {
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p->sink->EndFigure(D2D1_FIGURE_END_OPEN);
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// needed for uiDrawFreePath()
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p->inFigure = FALSE;
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}
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hr = p->sink->Close();
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if (hr != S_OK)
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logHRESULT(L"error closing path", hr);
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p->sink->Release();
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// also needed for uiDrawFreePath()
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p->sink = NULL;
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}
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ID2D1PathGeometry *pathGeometry(uiDrawPath *p)
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{
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if (p->sink != NULL)
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uiprivUserBug("You cannot draw with a uiDrawPath that was not ended. (path: %p)", p);
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return p->path;
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}
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